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Unreal Engine C++ API Reference > Runtime > MovieScene
References
Module | MovieScene |
Header | /Engine/Source/Runtime/MovieScene/Public/MovieSceneCommonHelpers.h |
Include | #include "MovieSceneCommonHelpers.h" |
Syntax
class MovieSceneHelpers
Functions
Type | Name | Description | |
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float | CalculateWeightForBlending
(
UMovieSceneSection* SectionToKey, |
Get weight needed to modify the global difference in order to correctly key this section due to it possibly being blended by other sections. |
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UCameraComponent * | CameraComponentFromActor
(
const AActor* InActor |
Get the active camera component from the actor |
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UCameraComponent * | CameraComponentFromRuntimeObject
(
UObject* RuntimeObject |
Find and return camera component from the runtime object |
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UMovieSceneSection * | FindNearestSectionAtTime
(
TArrayView< UMovieSceneSection*const > Sections, |
Finds the nearest section to the given time |
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UMovieSceneSection * | FindNextSection
(
TArrayView< UMovieSceneSection*const > Sections, |
Find the next section that doesn't overlap - the section that has the next closest start time to the requested start time |
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UMovieSceneSection * | FindPreviousSection
(
TArrayView< UMovieSceneSection*const > Sections, |
Find the previous section that doesn't overlap - the section that has the previous closest start time to the requested start time |
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UMovieSceneSection * | FindSectionAtTime
(
TArrayView< UMovieSceneSection*const > Sections, |
Finds a section that exists at a given time |
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bool | FixupConsecutiveBlendingSections
(
TArray< UMovieSceneSection* >& Sections, |
Fix up consecutive sections so that there are no gaps, but there can be overlaps, in which case the sections blend together. |
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bool | FixupConsecutiveSections
(
TArray< UMovieSceneSection* >& Sections, |
Fix up consecutive sections so that there are no gaps |
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void | GetDescendantMovieScenes
(
UMovieSceneSequence* InSequence, |
Gather up descendant movie scenes from the incoming sequence |
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void | GetDescendantSubSections
(
const UMovieScene* InMovieScene, |
Gather up descendant movie scene sub-sections from the incoming movie scene |
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float | GetSoundDuration
(
USoundBase* Sound |
Get the duration for the given sound |
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bool | IsSectionKeyable
(
const UMovieSceneSection* |
|
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UObject * | MakeSpawnableTemplateFromInstance
(
UObject& InSourceObject, |
Return a copy of the source object, suitable for use as a spawnable template. |
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FString | MakeUniqueSpawnableName
(
UMovieScene* InMovieScene, |
Return a name unique to the spawnable names in the given movie scene |
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USceneComponent * | SceneComponentFromRuntimeObject
(
UObject* Object |
Get the scene component from the runtime object |
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void | SetRuntimeObjectMobility
(
UObject* Object, |
Set the runtime object movable |
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void | SortConsecutiveSections
(
TArray< UMovieSceneSection* >& Sections |
Sort consecutive sections so that they are in order based on start time |
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bool | SortLowerBounds
(
TRangeBound< FFrameNumber > A, |
Sort predicate that sorts lower bounds of a range |
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bool | SortOverlappingSections
(
const UMovieSceneSection* A, |
Sort predicate that sorts overlapping sections by row primarily, then by overlap priority |
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bool | SortUpperBounds
(
TRangeBound< FFrameNumber > A, |
Sort predicate that sorts upper bounds of a range |
Classes
Type | Name | Description | |
---|---|---|---|
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FMovieSceneScopedPackageDirtyGuard | Helper struct to cache the package dirty state and then to restore it after this leaves scope. |